Mega Shocked2017-06-07 at 04:45amEdited by Mega Shocked On the 2017-06-07 at 10:59am

Beautiful work BEY! I am blown away! Thanks for the shout out!

Are you able to upload the images used for the demo? There are few colours so I believe the images you used would be perfect candidates for the filmstrip technique! The experiment would test to see if your demo can run on one bank! To do this we would make your image sequence into one long vertical .png (If we exceed the length of the .png format (because your animation is very long we would make several strips and stitch them together as one large .png)We would then include the .png as a scroller and code the jumps from one full screen image to the next achieving the exact same effect but utilizing much less space! You've got me hyped up!

Thank you too, this demo was impossible for me without HPMAN and your work. Unfortunately the Bad Apple audio song is not perfect so I'll fix it as soon as possible and upload new rom in download GDrive dir.

Are you able to upload the images used for the demo? There are few colours so I believe the images you used would be perfect candidates for the filmstrip technique! The experiment would test to see if your demo can run on one bank! To do this we would make your image sequence into one long vertical .png (If we exceed the length of the .png format (because your animation is very long we would make several strips and stitch them together as one large .png)We would then include the .png as a scroller and code the jumps from one full screen image to the next achieving the exact same effect but utilizing much less space! You've got me hyped up!

More notesIn the end I used 30 columns and 100 rows (30x100) because 1 column and 2979 rows cannot be opened by photoshop or even windows photo viewer. The height must exceed what those programs have coded as a .png's max height. I got lucky that 30x100 opens in viewers.

5A. 2979 images in the form of one sprite sheet compiled through Buildchar with chardata.xml (Out of Memory) my 2 GB microsoft surface crashes first the output monitor looses video then the surface goes blank for a second needs to be restarted twice to restore video to monitor 2.5B. 2979 images in the form of one sprite sheet compiled through Buildchar with chardata.xml (Out of Memory) my 4 GB Pentium Dual Core Toshiba laptop crashes. The resolution adjusts and adds borders to the left and right side of the screen. That's not normal.5C. 2979 images in the form of one sprite sheet compiled through Buildchar with chardata.xml (4hrs Later) i7 16GB of ram

What I can say is the archive contains the unified .png (4hrs 15minute file) and the notorious bk0Char.bin (that took 4 hours to build)I believe if you broke up the .bin you could split it across two banks...I tried to compile on Bank0 and got an error about the rom being full.

It would be interesting to get your take on the demo and why you built it the way you did.

The big questions on my mind.

How many banks are you using?

What method are using to load your images. EX: Are you using pictures and image catalogs to get the job done?

We're you able to incorporate your streaming technology?

Question about upcoming games...

When you build a game you can't predict what hardware the game will be played on. In your perspective should new games have the menu you have in your demo? This way the user decides what settings best suit their hardware?

It seems to me, such a menu would be a valuable edition to any project.

I'm using a custom tool and format for this, in order to save room as we know most of the data is blank tiles (white or black). Gives me a ~3MB data chunk, so I'm using main space + 3 banks (~20KB short of fitting in 2).There's no catalog or fancy things, just a bunch of tile codes.

Images preprocessed in photoshop to use the same palette, so nothing special here either. Load 1 palette at startup and job is done.

Packer took 320minutes to process frames, 108MB ram usage.

Most applications won't care about system refresh, this is a special case of audio/video sync over a long sequence here.

All I can say is wow!!!! It is really awesome the work you put in to make this happen. I had no idea how popular Rotten Apple is until I youtubed it. Knowing there is a version out there for so many platforms it does the community proud to have the ultimate version on Neo Geo!!!!!

Thanks a bunch for the breakdown really interesting stuff.

Although very cool I'm glad to hear I can get away with not including a custom menu in my game projects. At least their will be one less thread where I am bugging you about something